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About three-quarters of the way through Knights Contract, I noticed the architecture. For reasons too bizzare to bother spoiling, a long stretch of the game takes on an Inception-style anything-goes approach to the architecture of the player's surroundings, and it's lovely. It's all stone pillars and bridges reaching in all directions under a maize-colored sky, very much worth stopping for a second and looking around.

It's not really all that much better than anything in a hundred other games out there, but by that point, it was a surprise to see something in this game that isn't aggressively awful.

The reason I had noticed the architecture at all, honestly, is because I'd stopped moving. I was tired. Over the course of that chapter, the game's heroine -- a witch named Gretchen -- grows weary of her journey. She says things like "what a bother" and "let's get this over with," sentiments uncomfortably close to ones I wsa feeling at that very moment. For too much of its considerable play time, Knights Contract feels like a chore.